Makin' Magic Items or "The Bazaar Bizarre"

Okay, here are a few more from me (since nobody else is playing)...

TRAVELER'S ARMOR --- Level 2+ Rare
This well-worn armor bears the stains of long travels.

Lvl 2 --- +1 --- 520 gp --- Lvl 17 --- +4 --- 65,000 gp
Lvl 7 --- +2 --- 2,600 gp --- Lvl 22 --- +5 --- 325,000 gp
Lvl 12 --- +3 --- 13,000 gp --- Lvl 27 --- +6 --- 1,625,000 gp

Armor: Cloth, leather, hide
Enhancement: AC
Property: While you wear this armor, you do not need to eat.

Level 17, 22 or 27: Eat or drink.

GRUMBLING ROD --- Level 2+ Uncommon
This rod is made of some sort of polished wood. About half a dozen mouths are upon it, muttering and grumbling.

Lvl 2 --- +1 --- 520 gp --- Lvl 17 --- +4 --- 65,000 gp
Lvl 7 --- +2 --- 2,600 gp --- Lvl 22 --- +5 --- 325,000 gp
Lvl 12 --- +3 --- 13,000 gp --- Lvl 27 --- +6 --- 1,625,000 gp

Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 psychic damage per plus
Property: You suffer a -2 penalty to Diplomacy and Stealth checks while you bear this rod.
Property: Any enemy that starts its turn adjacent to you takes psychic damage equal to this rod's enhancement bonus.
Power (Daily*Psychic): Minor action. You activate an aura 5 that lasts until the end of your next turn. Enemies within the aura gain vulnerable 5 psychic and thunder. If an enemy within the aura drops or becomes bloodied, you can spend a minor action to sustain the zone until the end of your next turn.

ANKLET OF ADVERSITY --- Level 11 Rare
This anklet is fashioned as a snake biting a weasel. The whole thing is of wrought silver; the snake's scales are small chips of jet and the weasel's eyes are picked out in turquoise.

Lvl 11 --- 9,000 gp

Item Slot: Feet
Property: Enemies adjacent to you cannot be targeted by powers that target allies.
Power (At Will): Immediate reaction. Trigger: An enemy moves into a square from which it flanks you. Effect: Make a melee basic attack against the triggering enemy.
 

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Just this week i created one for my 3.0 game.

Tenser's floating shield. It works just like the spell cast at fourth level and has a control ring for the user. Simple but effective item.
 

Some items from my Maid character (and some still on the whishlist). We're working for a dragon that collects all kinds of "useless" magic items, and burrowed some from his hoard.

Water Dress: A dress made out of water,. Underwater, it turns transparent and gives you water breathing and the ability to move freely.

Cat Collar: Turns the wearer into a normal house cat.

Halo: Gives the user wings and the ability to fly with an angelica aura. Also makes you mute while worn.

Indigo Rose - Worn as a hair ornament. Once per day it can give a major heal to someone nearby, which destroys the rose. It reforms as you sleep.

Miniature Bug Magnet - Place this on someone and it will stick and send their surface thoughts back to you.

Glass Bead: While held, makes you about as transparent as glass. Not invisible, but transparent.
 

One of my faves was the Chillax, a battleaxe that, when it's command word was spoken, would cause all fighting within its AoE to cease (1d4rds) so that the combatants could negotiate. It had no limit on uses per day, but could only be used 1/combat.
 

DECK OF PROGNOSTICATIONS --- Level 11 Uncommon
This deck of cards painted on thin lacquered plaques has four suits, but the cards are not numbered; instead, each suit has a king, queen, prince, knave, merchant, villain, war, journey and jester.

Lvl 10 --- 5,000 gp

Wondrous Item
Property:
Whenever you perform a divination ritual, you gain a +4 bonus on any skill checks involved.
Power (Daily): No action. You use these cards as part of a divination ritual, and they count as 150 gp of components for that ritual. (The cards are not expended.)

FURIOUS TOTEM --- Level 4+ Uncommon
This totem is made of bone, teeth and leathery flesh.

Lvl 4 --- +1 --- 840 gp --- Lvl 19 --- +4 --- 105,000 gp
Lvl 9 --- +2 --- 4,200 gp --- Lvl 24 --- +5 --- 525,000 gp
Lvl 14 --- +3 --- 21,000 gp --- Lvl 29 --- +6 --- 2,625,000 gp

Implement (Totem)
Enhancement:
Attack rolls and damage rolls
Critical: +1d8 damage per plus
Power (Daily): Minor action. Requirement: There must be enough space for you to grow one size category without squeezing. Effect: You grow one size category until the end of your next turn. While grown, you gain a bonus on melee attacks, melee damage and the severity of critical hits from melee attacks equal to this totem's enhancement bonus. Additionally, if you become a size other than medium, your melee reach increases by 1.

SLIP-TIP --- Level 15 Rare

The blade of this weapon has a crack across it, yet it seems structurally sound.

Lvl 15 --- +3 --- 25,000 gp

Weapon: Light blade
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Power (At Will): Free action. Trigger: You score a critical hit with this weapon. Effect: The weapon's tip breaks off inside the wound and begins seeking the target's heart. This weapon is destroyed and the enemy takes ongoing 10 damage (save ends); Aftereffect: ongoing 10 damage (save ends); Aftereffect: ongoing 5 damage (save ends).
 

Getting ready to introduce a new item into my Savage Worlds game (one that I think one of the NPCs in particular is going to LOVE):

Hat of the Witch Hunter

This "pilgrim style" hat, complete with buckle, marks the wearer as a Witch Hunter, with all of the fear, awe and respect that such a title should inspire. The enchantment upon this hat is such that it can never be lost. No matter what happens to the hat, whether it be left behind, stolen, blown off by the wind or nearly lost behind a closing trap door made of stone, it will always find its way back to its current owner.
 

Three more, including an obscure 2e one from the Complete Book of Rogues:

WAND OF WIND --- Level 3+ Uncommon
This wand is thin and flexible. All around it, the air swirls.

Lvl 3 --- +1 --- 680 gp --- Lvl 18 --- +4 --- 85,000 gp
Lvl 8 --- +2 --- 3,400 gp --- Lvl 23 --- +5 --- 425,000 gp
Lvl 13 --- +3 --- 17,000 gp --- Lvl 28 --- +6 --- 2,125,000 gp

Implement (Wand)
Enhancement:
Attack rolls and damage rolls
Critical: +1d6 damage per plus and the target is pushed one square per plus
Power (Encounter): Free action. Trigger: You create a close blast with this wand. Effect: Each creature hit by the blast is also pushed a number of squares equal to this wand's enhancement bonus. Flying creatures are pushed an extra 3 squares.

TAX COLLECTOR'S BADGE --- Level 9+ Rare
This badge looks like it would clip to the breast. It looks very official and bears the legend “Tax Collector”.

Lvl 9 --- +2 --- 4,200 gp --- Lvl 24 --- +5 --- 525,000 gp
Lvl 14 --- +3 --- 21,000 gp --- Lvl 29 --- +6 --- 2,625,000 gp
Lvl 19 --- +4 --- 105,000 gp

Item Slot: Neck
Enhancement: Fortitude, Reflex and Will
Power(Daily*Charm): Standard action. You demand that a creature pay its taxes. Requirement: You must share a language with the target. Range 10. Target: One creature. Make the following attack: Charisma + enhancement bonus vs. Will; Hit: The target spends its next standard action giving you 10% of its money.

PORTABLE SHADOW --- Level 15 Uncommon
This appears to be a square of dark grey cloth.

Lvl 15 --- 25,000 gp

Wondrous Item
Power (Daily):
Minor action. You throw the portable shadow up to 3 squares. It becomes a zone of deep shadow in a burst 3 centered on the shadow. This zone lasts until the end of the encounter. Each creature within the zone gains concealment; in addition, you and your allies may hide within the portable shadow as if it provided total concealment.
 

Three more from me. Note that the boots have a brief "Lore" entry- that's at least in part because I don't do the whole "play with it and learn its powers" thing (I use an identify ritual or let pcs figure it out the hard way).

GIRDLE OF COMBAT SKILL --- Level 10+ Rare
This thick belt is covered in icons of different weapons.

Lvl 10 --- 5,000 gp --- Lvl 30 --- 3,125,000 gp
Lvl 20 --- 125,000 gp

Item Slot: Waist
Power (Encounter): No action. When you make a basic attack, you may instead use an at-will attack power.

Level 20: You may instead use an at will or encounter attack power.
Level 30: You may instead use any of your unexpended attack powers.

SHIELDBREAKER WEAPON --- Level 10+ Uncommon
This weapon is graven with images of broken shields.

Lvl 10 --- +2 --- 5,000 gp --- Lvl 25 --- +5 --- 625,000 gp
Lvl 15 --- +3 --- 25,000 gp --- Lvl 30 --- +6 --- 3,125,000 gp
Lvl 20 --- +4 --- 125,000 gp

Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, and the enemy takes a -1 penalty to AC until the end of the encounter.
Power (Daily): Free action; Trigger: You hit an enemy with this weapon; Effect: The enemy takes a penalty to AC equal to this weapon's enhancement bonus until the end of the encounter.

BOOTS OF SHIFTING ALLEIGANCE Level 9 Rare
The surface of these grey boots seems to crawl and shiver. They are knee high and definitely practical for battle.

Lore: Dungeoneering DC 20: These boots are made from the hide of a doppelganger.

Lvl 9 --- 4,200 gp

Item Slot:
Feet
Property: You may treat enemies as allies for purposes of determining flanking.
 

Three more:

BELT OF INSPIRATIONAL VIGOR --- Level 5 Rare
This broad belt has a thick belt buckle depicting a shield with swords, arrows and flames deflecting from it.

Lvl 5 --- 1,000 gp

Item Slot: Waist
Property: Whenever you regain hit points, each ally adjacent to you regains hit points equal to its Constitution bonus (minimum 1).

SLIPPERS OF MASTERFUL MOVEMENT --- Level 19 Uncommon
These comfortable slippers have very smooth soles. Old Peshan characters that represent rabbits and the wind are embroidered along the outer edges

Lvl 19 --- 105,000 gp

Item Slot: Feet
Property: Whenever you shift, you may shift 1 extra square.

BUBBLE CLOAK --- Level 10+ Rare
This cloak is embroidered with an intricate pattern of interlocking symbols. When you don it, a barely-visible bubble springs into existence around you.

Lvl 10 --- +2 --- 5,000 gp --- Lvl 25 --- +5 --- 625,000 gp
Lvl 15 --- +3 --- 25,000 gp --- Lvl 30 --- +6 --- 3,125,000 gp
Lvl 20 --- +4 --- 125,000 gp

Item Slot: Neck
Enhancement: Fortitude, Reflex and Will
Property: If you start your turn in one or more auras, you may choose to make a saving throw. If you succeed, you are unaffected by one of the auras.
Power (Encounter): Immediate interrupt. Trigger: You take cold, fire, lightning or thunder damage. Effect: You gain resist 10 against the triggering attack and this cloak's property deactivates (save ends).

Level 20 or 25: Resist 20.
Level 30: Resist 30.
 

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